#ifndef __LDX_CTEXTURE_H_INCLUDE__
#define __LDX_CTEXTURE_H_INCLUDE__
#include "LDXConfig.h"
#include "SDeviceMap.h"

namespace ldx
{
	namespace render
	{
		class CTexture
		{
		public:
			CTexture() {}
			CTexture(SDeviceMap dm,mt::wchar* path)
			{

			}


			std::string FileName;
			ID3D11ShaderResourceView* TextureRV;
			//mt::wchar   wszSource[MAX_PATH];
			HMODULE hSrcModule;
			mt::uint Width;
			mt::uint Height;
			mt::uint Depth;
			mt::uint MipLevels;
			mt::uint MiscFlags;
			union
			{
				D3D11_USAGE Usage11;
			};
			union
			{
				DXGI_FORMAT Format;
			};
			union
			{
				mt::uint CpuAccessFlags;
			};
			union
			{
				mt::uint BindFlags;
			};

		};
	}

}

#endif//! __LDX_CTEXTURE_H_INCLUDE__